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Constants ¶
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const ( GPlayerAction_Stop gplayerAction = iota GPlayerAction_Playpause //toggle GPlayerAction_Playstop //toggle GPlayerAction_Play GPlayerAction_Pause // GPlayerConfig_SetMaxIndex GPlayerConfig_Direction // GPlayerAction_Next GPlayerAction_Previous GPlayerAction_Seek )
Variables ¶
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Functions ¶
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Types ¶
type GPlayer ¶
type GPlayer struct {
// contains filtered or unexported fields
}
func NewPlayer ¶
for the callback: the first parameter is the index it should show the 2nd parameter says if you should block on it for prev, next and seek for example, we want to immediatly return for the play-along player we want to want to display the animation with the right speed
func (*GPlayer) SendEvent ¶
func (gp *GPlayer) SendEvent(action gplayerAction, args ...int) GPlayerStatus
fixme technically this thing needs to be mutexed to safety, but unless someone makes tests or misuses it, i am not going to spend time on that, unless it happens to me if the issue comes, we need to stop the player, do the sets, then resume or go the cheapest way and mutexlock the play(), do the sets, and unlock them how expensive even is taking locks for fun?
type GPlayerStatus ¶
type GPlayerStatus int
const ( GPlayerStatus_Stopped GPlayerStatus = iota GPlayerStatus_Playing GPlayerStatus_Paused // GPlayerStatus_ArgCountMismatch GplayerStatus_EmptyPlaylist GPlayerStatus_OK GplayerStatus_Confused )
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